Even so often on BGG, people ask about "dungeon crawling" games and "adventure games", wanting more examples of games they like. They share the aspect of being somewhat similar to role-playing games, i.e. picturing an adventure, often fantasy-set, with treasures and monster-slaying coming about.

While there are other GeekLists for dungeon themed games, this is a GeekList based on mechanisms, mostly for the purpose to separate solo-able adventure games from the grid-based tactical combat games that dungeon crawlers are. See the typical attributes listed below. I am aware of that there are several borderline cases. They are put on the most fitting of the two lists with extra comments.

I am also aware that "What is a dungeoncrawler" isn't set in stone. I am not claiming to here define what a dungeoncrawler is. This is merely a list of games that contain these quite similar mechanics.

(This is a remake an old GeekList made by a user who unfortunately had to leave BGG, and the GeekList was deleted.)

Typical attributes for Adventure boardgames:* A game where the players play characters out on an adventure, usually on a sort of zoomed-out map-like board.* Mostly 'multiplayer solitaire' to reach the goal first (defeat a large boss or gain a certain amount of points), and usually no "monster player" / "game master".* Gameplay is typically "Move to a location, draw a card, have an encounter."* There are often non-combat encounters, events, happenings, which often but not necessarily are resolved with "a die roll below skill value". * Combat encounters are often simple and very fast, usually a die with modifier above a certain value.* Dead giveaway: encounter cards with flavour text.* Examples: Talisman, Dungeonquest, Runebound, Return of the HeroesThe GeekList: http://www.boardgamegeek.com/geeklist/45770

Typical attributes for Dungeoncrawlers:* Competitive "all against one" – all players form a team, normally (but not necessarily) against a monster player/dungeon master who controls the monsters and the traps.* Game board is on a zoomed-in map of rooms and corridors, with a grid.* Combat involves tactical movement, with Line of Sight rules.* Gameplay often involves searching for hidden traps/doors/treasure in the rooms.* Dead giveaway: funny d6 with weird symbols on it, and "you can move, then attack, or move twice or attack twice".* Examples: Heroquest, D&D boardgame, Descent, Warhammer Quest

Miniatures combat (left here to separate them from dungeoncrawlers)* Very similar to a dungeoncrawler, but instead of a player party against the monster player, it's player vs player or team vs team.* Sides are typically dissimilar but "balanced".* Examples: Space Hulk, Memoir 44, wargames, Warhammer

The by far most popular modern dungeon crawling game, Descent is unique in the fact that the monster player is less a "dungeon master" carefully sandbagging the players, and more a devious evil force trying to exploit the rules to whack the players into oblivion.

A sci-fi themed dungeon crawling game. This has the twist that players take turns in being the monster player, earning XP for their team for all the hits they inflict on the heroes. In this sense, the monster controller here is more similar to that of Descent than the one in HeroQuest.

Another TSR game, Dragonstrike plays with d8, d10 and d12 instead of d6s with funny symbols. It has four pre-printed boards to play on and has more RPG-ish choices than most others, with more open-minded ruleset where players can invent new things to do.

One of the least known dungeon crawlers, this is a real budget game with very few minis, but the designers have really crammed out as much as they can from the little there is, with very interesting scenarios.Heroes are all "generic" heroes.

All typical mechanics of "dungeoncrawlers" are there. All scenarios have a "monster player", that often qualifies as an opponent team (even if always monster-like - a team of ratme, for example). So it somehow a wargame too.The picture shows the prototype - real game on the background.